Half-jokes aside, while I am curious of their official stats for Ewoks but not curious enough. I've run with the unofficial species menagerie since I was in a player group with an ewok PC, 6 years ago. I'm used to custom stuff at this point, so official ewok stats doesn't really excite me. Neither does a large reprint of what I am guessing will mostly be all the NPCs from the Core books and some of the big players in the franchise from the newer books.
I'd rather have more era books, space sector books, a dedicated imperial/dark side supplement, the thing that most people want of course, a KotOR era book, etc... I use stormtroopers or custom stats, always.

My group is playing in the old republic as well, KotOR era, but I'm altering the big events that happen in the timeline. Wars will have different lengths and happen at different points but will follow similar beats. As the players are the stars of the show, they have a large ability to affect change in the galaxy. Players have thrown in KotOR things in our game which signaled to me it's okay to bring some of that Legends material in, which I will be doing so.

Interesting ideas on wound recovery. Regarding the whole 2x wound threshold cap and being laid out for several days/weeks, I altered the rules for my table. They personally don't want to get knocked out for an entire session and have nothing to do, so I let them come back up when an encounter finishes at 1 wound below threshold and still with the same amount of strain/crits on them, so they can be easily incapacitated again or potentially killed if they get into another combat. It makes it more dangerous if multiple battles happen within a short period of time but it satisfies the desire of not wanting to be unconscious during the session.

Well there's a billion different wars at any given time in the old republic which sees several planets go through different dominions. The biggest factions seem to be Republic, Jedi, Sith Empire and Mandalorian in terms of successful military campaigns and the shift of territories. There are other factions as well, such as the Hutt cartels and other criminal and non-criminal organizations. You might consider looking into the Star Wars Essential Atlas for some Legends maps of the galaxy at that time including pathways of military campaigns and territories.

First off, the best bang for your buck is to put as much of your starting xp into characteristics as possible, as upgrading them takes a substantial amount of time (especially when using the book's suggested rate of xp gain).
While you won't be as strong in any one area, you won't be "left behind" by the others, as this game focuses more on the narrative and the game mechanics (dice, stats) are just there to facilitate, enhance and inform the story your group tells. My personal preference would be to start with a 4 in my character's primary characteristic, that is whichever one their envisioned skillsed works with best. Starting with a mix of 2's and 3's is also fine if that works best for your character concept. Just know that being a "jack of all trades" means you're also a "master of none", at least for a time. I believe the core books suggest everyone somewhat specializing towards the role they are taking on with the party over trying to make every characteristic higher than 1.
Smuggler's primary stat is usually going to be Agility. It covers piloting, stealth, firing ranged weaponry, and other skills which are all characteristic of a Smuggler in Star wars. You can certainly build one differently however, depending on the concept you have. The Gambler and Charmer specs, for instance, might mean you want to put more xp into Cunning for your Deception skill or Presence for your Cool and Negotiation skills. Conversely, a Pilot or a Gunslinger is definitely going to want a high Agility.
Throwing the stat talk aside for a moment, it would be best for you to think of the core idea you have for this character and build the stats to try and match that concept. Is your smuggler a terrible liar but excellent at negotiations? Then consider leaving their Deception skill untrained or low ranks and putting more xp into their Presence. Are they an amazing pilot but can't hit the side of a Bantha at 10 meters? Put more into Piloting than the Ranged combat skills. As neat as it would be to be a legendary hero right off the bat, one of the coolest things about RPG's is seeing your character grow both in their skills and in their personality, which comes with playing regularly. From what it sounds like, if you are unhappy with your choices for the character this go around, a longer campaign and a fresh start would allow you to change things up!
Hope your games go well!

I think, if it's too powerful to have right away, the simplest solution would be to leave the signature abilities as they are in Star Wars, where you have to work your way down a Spec tree before you can purchase the Signature Ability. At that point, you've put in 150-200xp for the tree and likely more on skills.
I personally feel after having used the Heroic Abilities, which I would say are on-par with the Star Wars Signature Abilities, that they are too strong to give to a starting character. Once a character has a few hundred xp under their belt, they are doing pretty good, so getting a Signature Ability at that point is fine.

https://www.dropbox.com/home/eote/Rules Resources/My Custom resources
I did a few Genesys-to-Star Wars conversions, one of those being the Heroic Abilities. Fair warning, those things are super powerful. One player's signature weapon is his double-bladed lightsaber with a base damage of like 12 and enough automatic advantage to practically always double-hit with the Linked quality and that is just with the passive effects. Because it's his signature weapon, even if it gets lost or destroyed he will always end up with a new one or it will come back to him by the next session.
Another player can instantly recover all wounds and a crit.
Another can activate their ability and immediately defeat an entire minion group/1 rival for a maneuver for 2 rounds.
We are about 700xp earned, so 7 "ability points" have been earned for their Heroic Abilities. We earn xp at a faster-than-suggested rate, which means Ability Points are also earned much more quickly, even at the rate of 1 per 100xp.

I had not! That's pretty awesome! Well, since that has been done, I'm going to go with a suggestion I was given and try to make an even more simpler version. The attack spell is already a thing in Genesys, so I'll just give additional effects to modify it to fit choke/lightning/push/pull and such.

The idea is to be more free-form than Star Wars is about the Force. In SW, every power and every upgrade is locked behind an XP cost. This conversion is with the same idea of the Genesys magic rules, that you can attempt anything you like but with consequences, without requiring hundreds or even thousands of xp (in SW each power is roughly 100-150xp, maxing Discipline is 75 at the minimum, you need a minimum of 3 Force Rating to purchase any of the powers in the game which requires buying into multiple specializations and working down those trees).
There is still a cost in terms of increasing ranks of the 3 Force skills and I'd likely ensure that only one of the three could be a career skill for characters, meaning to max all of them would cost 275xp (75+100+100) if you had one as a career skill. The abilities have a harder difficulty in this conversion since everything uses the narrative dice but that's offset by being able to use anything that falls under the Force skills you take ranks in.

TL;DR at the bottom
Forgive me if this has come up before, I couldn't find anything. For those of you familiar with the Genesys rules, I have been slowly converting the powers into "spells" much akin to the magic spells in Genesys. The intent is to play Star Wars but within the Genesys rules. So far my plan has been to remove the Force Die entirely, make the cost 2 strain exactly like the Genesys magic cost and separate the Force Powers into three categories, based off of the three areas of Force ability categories from Legends (Control, Sense, Alter).
The majority of this is easily done, what takes the longest is converting each individual power into a magic spell with the upgrades becoming additional effects. Most of them can be converted without much at all being altered drastically. When an effect required a Force Point to be spent, I have altered it to needing a difficulty die instead. For instance, powers with multiple "range" upgrades, you could just spend a single point to activate all of your upgrades. With this conversion it requires an added difficulty die for each range band increase. Limiting in the sense that you won't activate as many additions to the base power as in Star Wars but freeing in that you aren't beholden to the amount of Force Points on the dice or the amount of upgrades you have purchased. (Also you could technically still add in as many effects as possible but make an "Impossible" difficulty check per the GM's discretion).
An example: the base power of Sense needs an Easy (1) difficulty check, using the appropriate skill. Conversely, moving a silhouette 2 object to medium range with the Move power would be a Hard (3) difficulty check.
What I am stuck on is how to appropriately convert the effects that require you to commit Force Dice to sustain them. I have come up with a few options thusfar and would like input.
1. The concentrate maneuver can sustain effects. Going off the Genesys rules, it only sustains a single effect, so that would have to be altered to allow the maneuver to sustain as many effects as you activate (activation would still cost an action).
2. Committing dice is still a thing but instead of Force Dice, you downgrade your ability to use that specific Force skill once for each effect you sustain. This puts a cap of 5 commit effects for each of the three Force skills, if you had 5 ranks in each skill.
TL;DR
converting Force Powers from Star Wars into Genesys spells, unsure how to convert the duration upgrades and commit effects.

TL;DR at the bottom
Forgive me if this has come up before, I couldn't find anything. For those of you familiar with the FFG Star Wars rules, I have been slowly converting the powers into "spells" much akin to the magic spells in Genesys. The intent is to play Star Wars but within the Genesys rules. So far my plan has been to remove the Force Die entirely, make the cost 2 strain exactly like the Genesys magic cost and separate the Force Powers into three categories, based off of the three areas of Force ability categories from Legends (Control, Sense, Alter).
The majority of this is easily done, what takes the longest is converting each individual power into a magic spell with the upgrades becoming additional effects. Most of them can be converted without much at all being altered drastically. When an effect required a Force Point to be spent, I have altered it to needing a difficulty die instead. For instance, powers with multiple "range" upgrades, you could just spend a single point to activate all of your upgrades. With this conversion it requires an added difficulty die for each range band increase. Limiting in the sense that you won't activate as many additions to the base power as in Star Wars but freeing in that you aren't beholden to the amount of Force Points on the dice or the amount of upgrades you have purchased. (Also you could technically still add in as many effects as possible but make an "Impossible" difficulty check per the GM's discretion).
An example: the base power of Sense needs an Easy (1) difficulty check, using the appropriate skill. Conversely, moving a silhouette 2 object to medium range with the Move power would be a Hard (3) difficulty check.
What I am stuck on is how to appropriately convert the effects that require you to commit Force Dice to sustain them. I have come up with a few options thusfar and would like input.
1. The concentrate maneuver can sustain effects. Going off the Genesys rules, it only sustains a single effect, so that would have to be altered to allow the maneuver to sustain as many effects as you activate (activation would still cost an action).
2. Committing dice is still a thing but instead of Force Dice, you downgrade your ability to use that specific Force skill once for each effect you sustain. This puts a cap of 5 commit effects for each of the three Force skills, if you had 5 ranks in each skill.
TL;DR
converting Force Powers from Star Wars into Genesys spells, unsure how to convert the duration upgrades and commit effects.